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Feedback comments for LD32
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| Timestamp | Since previous | Game | TheMeorch's comment |
|---|---|---|---|
| Apr 21 16:54:00 | Type Commander | Great work! This was really fun and charming. I'd love to see this a larger post-compo version with multiple difficulty levels, since the game takes a while to ramp up. | |
| Apr 21 17:19:00 | 25m 00s | Dead Branch Quest | This was super challenging. I like how the player's movement speed and the enemy's attack speed are set in such a way that you really have to focus and be aware of your surroundings in order to survive. To make this more satisfying, it would be great to have clearer visual/audio signs for your attacks and their effect on the enemies. Nice work! |
| Apr 21 17:41:00 | 22m 00s | Teed Off | What a hilarious concept, and lots of fun to play. The animation of hitting an alien right on the head is hilarious and super satisfying. <br/> <br/>The game can be quite challenging, since you have to extrapolate from the Swing meter where the ball will go, resulting in a lot of trial and error shots. It would be nice to let players restart a hole (with whatever level of city destruction there was when the originally started that hole) instead of having to restart the entire game. <br/> <br/>I really liked the music and graphics, aside from the red text that can be a bit hard to read on the backgrounds it appears on. <br/> <br/>Great work! |
| Apr 21 17:51:00 | 10m 00s | Miyu | Absolutely lovely audio/visual presentation. Having the sound effects in key with the music just makes it all come together! Herding enemies can be a bit frustrating when they end up clustered along the edges of the screen. Maybe having the edges of the screen loop together would help with that? |
| Apr 21 17:59:00 | 8m 00s | Spacecat Meowpatrol | Wow, the graphics and audio here are just amazing. And the feedback on punching is so satisfying, I could do it all day. I'm very impressed, nice work! |
| Apr 21 18:11:00 | 12m 00s | Bomb Boy | Bomb Boy is a super cute platformer mascot! I think increasing the camera turn speed and pulling the camera back a bit would go a long way to making the controls feel tighter. Really impressed that you were able to make a 3D platformer in such a short time, nice job! |
| Apr 21 18:24:00 | 13m 00s | Flappy Shrimp Ninja Blob VS Blue Water Saussage ! | In a lot of games, swimming feels sluggish or tedious, but not here -- the controls felt great to me. The levels start get really interesting after Level 5. In a game like this, I'd love to have a timer and high scores, since there's a lot of room for mastery of the controls, and a lot of the levels have shortcuts if you can pull them of. Awesome work! |
| Apr 21 18:49:00 | 25m 00s | Special Agent | You seriously made me laugh out loud on the title screen. That is an impressive feat. And it was indicative of the game as a whole -- charming, hilarious, and really inventive. Terrific work! |
| Apr 21 18:54:00 | 5m 00s | Hat Attack | Nice work! This was lots of fun, and throwing random hats at robots is really funny. I wish I was able to restart a level when I lost instead of starting the entire game over -- I want to see all the levels! |
| Apr 21 19:08:00 | 14m 00s | PALBOT | Controlling yourself and the Palbot simultaneously was a really cool and unique gameplay element. Very well made -- a very impressive total package, especially having been made so quickly. Great job! |
| Apr 21 19:18:00 | 10m 00s | Eraser | The jerky platforming was jarring at first, but then I realized it's sort of an evolution of the handheld LCD games from the '80s and early '90s! It would be nice to restart a level when the player dies, instead of having to restart the entire game. |
| Apr 21 19:50:00 | 32m 00s | BOOMBOX | The music and dancing animations come together joyfully! The timers are a little strict and it takes too long to loop around and start playing again -- I want to get back into the game, because it's fun! |
| Apr 21 20:12:00 | 22m 00s | The Qi Disciple | Making the player stand still while controlling the projectile creates interesting situations where you have to find ways to shoot without putting your character at risk. I do wish the projectile controller were a little less sensitive, so I could feel more in control of it. The third level does indeed have a huge difficulty spike, but you've definitely got a cool game here -- nice work! |
| Apr 21 20:25:00 | 13m 00s | Sleep Tight | I really like the look of this -- the art style and color palette are very pleasing. The character moves and shoots a bit slowly, though. If those were sped up, I could see this being a fun multiplayer game once implemented. Nice work! |
| Apr 21 20:34:00 | 9m 00s | Angler Cell | This art is absolutely gorgeous. I would put the secondary attack on a button other than middle mouse though, just to make sure players are able to use it regardless of their mouse setup. There's a lot of potential here -- I'm excited to see what you might do with this. Great job! |
| Apr 21 20:45:00 | 11m 00s | Golf Heist | I love that this being a golf game results in a mechanic where your character warps to wherever your "weapon" goes when you attack. That's really unique and inventive. You managed to have nice level variety, and I'd love to see what other levels could look like. It did seem like my shot count wasn't shown, so I couldn't tell whether I had hit par for each level. Nice work, I really enjoyed this! |
| Apr 21 21:10:00 | 25m 00s | LIGHT | Using light as as weapon is cool! There's a bit of a delay between pressing the jump button and the character actually jumping -- if this felt tighter, it would be more satisfying to do the platforming puzzles. Nice work! |
| Apr 21 21:19:00 | 9m 00s | Pencils and Salt | Destroying blocks and building with them to create your own path is pretty awesome. However, having to have one hand switch repeatedly between the keyboard and mouse can become tedious -- it would be great to see if the controls could be adjusted so that only one hand needs to be on the keyboard, so the other can remain on the mouse. |
| Apr 21 21:25:00 | 6m 00s | Boulderpunch | I really enjoyed playing this. The physics feel good, and I like that your own weapon can hurt you. I'd love to see what this could look like if everything moved faster, there were multiple boulders, and the game were more hectic overall. There's a lot of potential here, great work! |
| Apr 21 21:43:00 | 18m 00s | Kid Kannon | Switching between the two characters and using their various abilities was really fun. I really like the visual style as well -- nice work! |
| Apr 21 21:52:00 | 9m 00s | The Grok's Helm Bash | There's plenty of potential here if you choose to continue work on this. Finding ways to infuse this with challenge and variety would go a long way. Good luck with it! |
| Apr 21 21:58:00 | 6m 00s | Asterpoids | The ship controls really nicely with the mouse, and it combines with the atmospheric music for a really pleasant experience. I also love the polygonal look of the asteroids. Well done! |
| Apr 21 22:01:00 | 3m 00s | Invictus | This was extremely challenging, but I did find myself getting better and better the more I played, which is very satisfying and hard to pull off. Nice work! |
| Apr 21 22:05:00 | 4m 00s | Dreamscape | I found this very beautiful -- adding color to the world and having the screen absolutely overflow with color was delightful. Great work! |
| Apr 21 22:15:00 | 10m 00s | (Un)Con | I enjoyed playing this! The amount of the level that you can see in front of you is a bit limited though, especially with the player always being in the center of the screen at all times -- this makes it difficult to see what enemies lie ahead. Expanding the view and letting the player move more quickly might be worth looking into. |
| Apr 21 22:22:00 | 7m 00s | Banana Bandit | Having a single deployable weapon that you must retrieve in order to use again is a really cool and interesting choice. <br/> <br/>You may want to make the player's collision box smaller and position it just around their feet -- I had some difficulty getting through passages, because my head kept hitting the wall when I didn't expect it to due to the camera angle simulated by the sprites. <br/> <br/>I'm glad to hear that you'll continue working on this! |
| Apr 22 00:57:00 | 2h 35m | BeatBopper | I really like the feel of slowly pushing my way toward the target. The graphics and music also came together in a really nice, relaxing way. Nice work! |
| Apr 22 01:30:00 | 33m 00s | Mørke | Very effective and atmospheric presentation. The sound of the horns blaring into the night is just haunting. Nice work! |
| Apr 22 01:36:00 | 6m 00s | SHAFTED | Very stylishly presented, with great voice acting and music. I'd be interested to see if there could be more to do from the computer interface. It feels like the current version of the game is just the start of something bigger that we don't get to see (yet?). Nice work! |
| Apr 22 01:44:00 | 8m 00s | Roombacalypse | What fantastic work! The graphics are killer, the music is great, and the gameplay of using your enemies as weapons is really cool. I'd turn down the screenshake when sucking up enemies though, as it can be a bit much on the eyes. Great job! |
| Apr 22 02:06:00 | 22m 00s | Weight Lifter 2000 | Good lord, this game gets tough a few levels in! But to your credit, I kept playing a level over 25 times to beat it. In a challenging level-based platformer like this, I think restarting should be automatic, instead of making the player press a button to do so, especially since there is no other option that the player might want to do other than restart the level. Nice work! |
| Apr 22 02:16:00 | 10m 00s | Seismic weapon city destruction | This was an interesting puzzle game, though it was hard to figure out exactly how some aspects of it work. I particularly enjoyed Linear Shock mode, since you don't get bogged down in prices for various bombs and instead just have to worry about how to spend your clicks. Nice work! |
| Apr 22 02:32:00 | 16m 00s | Last guardian of the Holy Fountain | I actually found this to be a really interesting puzzle mechanic, once I figured out how it was working. I'd love to see what more levels and more polished up version of the game could look like. Nice work! |
| Apr 22 02:44:00 | 12m 00s | Beacon | Wow, the use of 2D art in a 3D world here is truly beautiful. The music is also lovely. The camera angle is a little high for how zoomed in it is. Anyway, awesome job! |
| Apr 22 02:52:00 | 8m 00s | Music of the Spheres | What an interesting concept. It's a bit difficult to handle once a bunch of spheres are on screen, since the ship moves pretty slowly and it can be hard to know how much you'll need to shoot a sphere in order to correct its pitch. I think it would be an interesting challenge to try to make a more accessible version of this game concept. Nice work! |
| Apr 22 03:02:00 | 10m 00s | Super Recoil Gun | I love the idea of using the weapon to shoot and propel yourself, especially given that you can't move otherwise. Since the character is always in the center of the screen and the camera is zoomed in pretty close, it's hard to see your enemies before it's too late, which make things especially difficult when the method of moving your character is so challenging. The graphics are really nice and I'd love to see more levels using this mechanic (but I got stuck on level 3 sadly). |
| Apr 22 03:12:00 | 10m 00s | Gift Of The Gods | A really solid top-down shooter, with great lighting and nice looking graphics. I liked how the toaster weapon had unique gameplayer compared to the pankcake gun, which was more of a typical gun. Nice work! |
| Apr 22 03:37:00 | 25m 00s | Sepulcher of the Unicorn | Super impressive art and audio. Makes for a really atmospheric experience, nice work! |
| Apr 22 03:40:00 | 3m 00s | DRILL KNIGHT | I really enjoyed this, even though I'm apparently terrible at it. The art is really nice, and it's satisfying to send enemies flying! Nice work. |
| Apr 22 03:47:00 | 7m 00s | DUPE | The graphics are great, it's hilarious, and the core stealth mechanic is really enjoyable. Great work all around!! |
| Apr 22 03:59:00 | 12m 00s | Shopping Riot | Wow, once I got to the doors and saw the swarm of all those people, I knew all hell was about to break loose. And boy did the game not disappoint. Great work. |
| Apr 22 04:05:00 | 6m 00s | Arbiterium | An interesting take on the theme, and very nicely presented. Certainly makes the player think. |
| Apr 22 04:23:00 | 18m 00s | Lawyer Golf | What a great concept, effectively layering two games over each other in a way that feels totally natural. Great art and writing, too. Turning is far too slow, but this is otherwise really terrific and inventive! |
| Apr 22 04:33:00 | 10m 00s | Rollout | Hilarious! In the tradition of Surgeon Simulator and Goat Simulator, this game quickly turns into a delightful nightmare in the best way. Great work!! |
| Apr 22 05:43:00 | 1h 10m | Dagobert | Lovely artwork, and a neat game mechanic. It would be helpful to have a visual indication that the character is charging, perhaps with different levels to give more of a sense of how charged they are. Nice work! |
| Apr 22 05:50:00 | 7m 00s | Unconventional Convention | I really enjoyed this. The graphical style is nice and clean. I could definitely see this develop into a larger mobile game. Nice work! |
| Apr 22 06:03:00 | 13m 00s | Long Live The Great Leader! | The top down parallax effect is terrific. The weapon does seem pretty conventional, but the game is definitely really fun to play. Nicely done! |
| Apr 22 06:10:00 | 7m 00s | Escape from the Prison Planet | I really enjoyed the atmosphere here. Given that the ship is hard to control and can die quickly from hitting walls, I felt the need to move very slowly, which made it a bit tedious when I died and had to restart. I honestly preferred just easing around the sky and slowly leaving the atmosphere. Sorry, prisoners! |
| Apr 22 14:59:00 | 8h 49m | The Legend of the Yo-Yo Salesman | The interesting physics of a yo-yo on a string is perfect for a fun and satisfying video game weapon! I had lots of fun combining jumps with yo-yo attacks in order to take out multiple enemies in a single attack. The character's movement speed could be a little faster, but the terrific chilled out music sort of fit the slower pace actually. If you keep working on this and implement the features you mentioned, I think this could be a really fantastic larger game. Awesome job! |
| Apr 22 15:25:00 | 26m 00s | Rain Rain GO AWAY! | Solidly executed shoot em up! There's plenty of interesting tension when you work your way up to the super powerful max upgrade and then try not to lose it all by getting hit. Nice work! |
| Apr 22 15:35:00 | 10m 00s | Gravity Gram | I really liked the feel of controlling the orbs with gravity. Combining that with platforming makes for a cool package. I ended up getting stuck behind a lava wall due to a checkpoint bug, but I thoroughly enjoyed what I played. Great work! |
| Apr 22 15:41:00 | 6m 00s | Block Trail | The feel of the platforming here is really unique, and I like it. The clean graphical style is also great. I'd love to more levels where you really have to use your trail-killing ability in interesting ways. Great job! |
| Apr 22 15:57:00 | 16m 00s | Functor | Absolutely beautiful presentation, fantastic music, and a really unique mechanic. I'd be excited to see where you could take this in the future, adding more interesting decisions for the player to make, beyond use using a positive or negative function depending on which color a given block is. This is already super impressive for a jam, and I think there's lots of potential ahead. Well done! |
| Apr 22 16:03:00 | 6m 00s | Quadrata lux | I enjoyed this once I figured out how everything worked. It's a nice relaxing game that gets more interesting as it goes on and the challenge increases. Nice work! |
| Apr 22 16:17:00 | 14m 00s | Anima's Keeper | The desert theme music was particularly enjoyable. The camera in that area seems to lag behind the character, though, which makes it difficult to see enemies before it's too late. |
| Apr 22 16:25:00 | 8m 00s | Weird Recoil | The weird recoil is an interesting mechanic, and I enjoyed playing with it. On some levels, the camera didn't show all the enemies at once, which made it perhaps unnecessarily difficult to figure out where to aim and when to do so. Since players will be failing levels a lot, you can probably just restart failed levels automatically, instead of requiring the player to press R (if you do want them to press a button, it could just be the mouse button, so the game could be played entirely with the mouse). |
| Apr 22 16:53:00 | 28m 00s | Coloring World | I really like the art, especially the main character (and how their visor changes color). The controls were a bit awkward, but once I got used to them, I was able to enjoy the entire game. Nice work! |
| Apr 22 17:09:00 | 16m 00s | Cellular Warfare | When playing this game, I tended to just try things and see what would happen, and I found that really enjoyable and exciting. It would have been nice to be able to make turns pass more quickly, since a lot of the game is spent waiting. Nice work on the music shifting based on gameplay. Great work! |
| Apr 22 17:20:00 | 11m 00s | Where Is Your Gun Now, Mr. Chekhov? | This is fantastic! Amazing style, great humor, and just a wonderful idea executed really well. |
| Apr 22 17:25:00 | 5m 00s | Word Weapon | This is definitely an interesting concept. I'd be curious to see what you could do with it if you amassed a giant list of words with different in-game functions. One thing to consider is confusion between using the keyboard to move the character and using the keyboard to type words. Also using two hands to type vs. using one hand to control the mouse. Plenty of interesting design questions to consider. |
| Apr 22 17:33:00 | 8m 00s | Don’t Be Afraid Of The Dark | Very cool main mechanic, and great levels that explore its potential. The enemies can be frustratingly to avoid, though. This might be help by tweaking the jump physics a bit to allow more horizontal movement control. I really enjoyed the art style and audio -- very atmospheric. Fantastic job! |
| Apr 22 17:42:00 | 9m 00s | Ginosaji - The Game | I think the most important thing to consider here is how you can give players interesting choices to make and interesting ways to practice and exhibit their skill. Currently, players don't have much of a reason to move beyond the bottom row and spam the attack button. This is a good start, so keep it up! |
| Apr 22 17:57:00 | 15m 00s | The March of Melons | The artwork and music are fantastic. I'd love to see where this could go with more time spent on it. Nice work, keep it up! |
| Apr 22 18:02:00 | 5m 00s | The Exgerminator | My hand hurts! I enjoyed playing this -- it might be worth letting the character rapidfire if you hold the attack button, so players don't need to press it so rapidly. The gameplay could use some more twists, but it definitely got exiting as the enemies started coming at me faster and faster. Nice work! |
| Apr 22 18:07:00 | 5m 00s | Trashbag | I really like the art style here. The movement controls are odd though, as the character seems to keep moving in a direction only when you tap and let go of a movement key once, instead of changing direction or stopping moving in real time based on the player's input. Making those controls more intuitive would go a long way. Nice work! |
| Apr 22 20:00:00 | 1h 53m | Beep Boop | You've got a really cool mechanic here, and you explore it really satisfyingly over the course of the levels. The visual aesthetic is great too. The checkpoints are a bit too unforgiving I think, resulting in the need to replay sections you've already mastered multiple time, but otherwise this is really quite amazing. Nice work! |
| Apr 22 20:01:00 | 1m 00s | Bloody | This is a great start! The aesthetic is great, and the blood effect is deliciously gory. I hope you'll continue to work on this and see where it can go with more time! |
| Apr 22 20:11:00 | 10m 00s | Curved Curse | This is great! Awesome music, great graphics (particularly the lightning), and the weapon mechanic is really interesting. Great work! |
| Apr 23 01:20:00 | 5h 09m | TeleFrag | Wow, this was lots of fun! The controls were hard to get the hang of, but once I did, it was super fun to run around warping here and there. I hope you'll continue to work on this idea, as you've got a really great baseline. If you can find ways to simplify the controls, that would be great -- maybe have the teleport destination always shown, instead of requiring another button to be pressed to shot it? Anyway, awesome job, thanks for making this! |
| Apr 23 03:16:00 | 1h 56m | HK-21 | The main puzzle mechanics are great! I really enjoyed playing this through to the end (or one of them at least). The character controls can be a bit frustrating, but this could be remedied with more horizontal control in the air and a higher jump height. Awesome work! |
| Apr 23 03:24:00 | 8m 00s | Harvest Boom | What a hilarious mash-up of genres. The laid-back music puts it all together. This was lots of fun, thanks! |
| Apr 23 03:29:00 | 5m 00s | Sir Sprout and the Semi-Aquatic Rodent Menace | Cute graphics and animation! I liked how the seeds had multiple uses -- nice interpretation of the theme! |
| Apr 23 04:55:00 | 1h 26m | PukeMan | Nicely done Pac-Man game, especially in 16 hours! |
| Apr 23 06:42:00 | 1h 47m | Ring Retorter | Always good to see the classic Monkey Island gag. Well done, I enjoyed the art and some of the retorts are quite witty. |
| Apr 23 06:56:00 | 14m 00s | Tile Invaders | What a creative take on Tetris! The gameplay twist really changes how you play, and the enemy's attack of replacing a block with one right above it is very thoughtful. I highly recommend anyone who plays this to use the Windows version, as the better performance affects the gameplay. I'd love to see this get polished up post-compo, so the piece movement would be a little smoother. I could play this for a long time! Great work! |
| Apr 23 07:04:00 | 8m 00s | Play Your Doom | Really interesting idea here. I wish the tones played by the character had been in key with the background music -- if you choose to keep working on this concept, that might make things come together really nicely. Keep up the good work! |
| Apr 23 07:09:00 | 5m 00s | In the eyes of babies | Nice art! And certainly an unconventional premise! The character movement seems to hitch when changing directions, which upsets the flow of gameplay a bit. Also diagonal movement seems much faster than up, down, left, or right -- perhaps because it's effectively moving in two directions at once? |
| Apr 23 07:18:00 | 9m 00s | Drybreed | Lovely art style, and an absolutely haunting atmosphere, from the music to the sound effects to the flickering squares and incomprehensible messages. I'm not sure whether I saw all there was to see in this game, but I certainly enjoyed exploring it. |
| Apr 23 20:32:00 | 13h 14m | Feather Killer | I think there's a lot of potential with the gravity control mechanic. I'd love to see what this might look like with a more dynamic set of enemies and other environmental characteristics (wind? flying enemies? dodging enemies?). Congrats on your first LD, keep up the good work! |
| Apr 23 20:37:00 | 5m 00s | missls | The patterns that can be made in this game are really beautiful. The audio might not seem to suit the theme of nuclear missiles, but I think it actually fits really well with the visual. Great job! |
| Apr 23 20:44:00 | 7m 00s | The Goose Saga | Great, crisp graphics and totally solid platforming. I do wish the attack was more responsive, and had a shorter animation before occurring. Great work, I enjoyed pushing my way to the end! |
| Apr 23 20:49:00 | 5m 00s | LevGun | Very cool mechanic with lots of potential if you choose to continue working on it. I would consider having the player shoot in the direction of the mouse instead in whatever direction the character is moving. Congrats on your first jam, keep at it! |
| Apr 23 21:03:00 | 14m 00s | Bane of Arthropods | The bright graphics were very refreshing. Although the Daft Punk remix is very well done, you may run into issues having adapted an existing song for a Compo entry, but I'm not sure. <br/> <br/>The framerate was chuggy for me, not sure whether that's just my computer. Polishing the jump physics, movement, and collision would help players really enjoy the havoc they can unleash in this game. |
| Apr 23 21:11:00 | 8m 00s | Bango | Lovely, clean art style and really fun gameplay once you figure out how it works. It's definitely a lot to take in at first -- if you do go ahead with the post-compo version, it would be great to have a mode that introduces the various attacks bit by bit. Great work! |
| Apr 23 21:26:00 | 15m 00s | Monster Detective Agency | Beautiful music, and a really cool art style! The main mechanic is really neat and unique. <br/> <br/>Having SO many characters in the game ends up hurting it in 2 ways, I think. (1) They very quickly all start "having no clue", since there are so many more characters than clues to get. (2) Finding the murderer eventually becomes a bit of a tedious search. <br/> <br/>That said, with some tweaks to the clue-finding and character placement, this could be even more enjoyable than it already is. I hope you'll continue to work on it, thanks for sharing it! |
| Apr 23 21:39:00 | 13m 00s | Jump Gun | I love this mechanic -- so creative and so playable! The last section is so much harder than the rest of the game that I think it will tend to ruin otherwise good scores. It would also be nice to be able to "shoot" when you're right against a wall and facing it. There is clearly a ton of potential for this mechanic and this game, so I hope you'll keep working on it. Great job! |
| Apr 23 21:45:00 | 6m 00s | Super Scrap Yard Employee | The updated version definitely helps with the issue of small, hard-to-see sprites, though I think you may want to make it even clearer if possible. It can be very hard to figure out how things are working or what the player has to do. |
| Apr 23 21:51:00 | 6m 00s | Demonic MeatBall | Very creepy atmosphere, and a really interesting core mechanic. Since the player moves slowly, the Shielded Retreat move seems to be much more useful than the more proactive moves, but with a little bit of adjustment, I think this could get even better than it already is. Nice worK! |
| Apr 23 21:58:00 | 7m 00s | Weapon Against Oblivion | The spinning movement controls feel fantastic. The audio really sets a cool mood, too. I think the moment to moment gameplay could use more variety, but this is a really cool game as it. Nice job! |
| Apr 23 22:04:00 | 6m 00s | The Umbrella Man | This is a cool basis for an addicting game. I think speeding everything up (player movement and character spawning) would make the whole thing more exciting. You may want to have the player sprite change to accurately reflect how many umbrellas they're holding (or at least show the player holding 0 when they are carrying 0), instead of always appearing to hold one. Nice work! |
| Apr 23 22:09:00 | 5m 00s | Tony's Adventure | This was fun. I really liked the enemy sprites. It's cool how the spoon will come back to you even when you move after shooting it, but I wish it dealt damage when returning to you as well, since that would allow fun trick shots. |
| Apr 23 22:13:00 | 4m 00s | Mouse Escape | I really like the artwork, with the exceptions of mouse's health and poo, both of which can be too difficult to see on the background. The controls are quite good and I enjoyed running away from the cats. I wish cheese appeared more often so I could attack more and spend less time just running away. Great worK! |
| Apr 23 22:16:00 | 3m 00s | antKiller | This was really fun! The artwork is great, too. Is there no way to restart when you die, without quitting the game? |
| Apr 23 22:20:00 | 4m 00s | Null Chroma | Terrific art style and great use of the theme. The camera zooming when you move was cool but a little jarring, but the platforming controls are quite good. Nice work! |
| Apr 23 22:24:00 | 4m 00s | You stole some freezing device | I love the controls and the look of this game. I hope you continue to work on this, because this has a lot of potential. This is a great start! |
| Apr 23 22:29:00 | 5m 00s | Rules of Nature | I know you said you didn't finish the graphics, but I actually quite like them as they are! The platforming controls are a little touchy, but I think you could definitely work further on what you already have here. Nice job! |
| Apr 23 22:32:00 | 3m 00s | Sugar Lake Chronicles | Lovely pixel art! The character movement and animation is a bit jerky and slow, and the world seems a bit empty, given its size -- but I'm sure you could develop on it if you keep working on it. Nice job! |
| Apr 23 22:39:00 | 7m 00s | Robot Restores Nature | Really beautiful graphics! I hope you'll continue working on this so we can see where this might go! |
| Apr 23 22:48:00 | 9m 00s | The Jonbar Point | Very, very impressive to have two languages in a jam game, even with some translation issues. Beautiful art, fantastic music, excellent work! |
| Apr 24 17:58:00 | 19h 10m | Puppet Guardian | Very impressive work, especially the smooth movement and slick graphics. It was difficult to figure out how the colored barriers worked -- this could be dealt with using clearer messaging or tutorial sections, but ideally you could just arrange the early sections to naturally lead the player down the path of figuring out how they work, without an explicit "tutorial section". Really great work overall, well done!! |
| Apr 24 18:06:00 | 8m 00s | Click It | You've got a cool base for a platformer here. In order to make the platforming feel more precise, there are some adjustments you could make: holding the jump button probably shouldn't trigger the double jump automatically (especially since it seems to trigger it at less than maximum height). Instead, you may want to allow variable jump heights depending on how long the player holds the jump button. Those 2 things would give the player a greater sense of control when navigating your levels. Nice work, keep it up! |
| Apr 24 18:20:00 | 14m 00s | Get Them Fed! - by Effinjay Studios | This was really funny. It's pretty interesting that the main mechanic encourages you to almost always move toward the camera -- that said, it's a bit hard to wrangle the camera, so perhaps it should just be zoomed out more or top-down? Anyway, nice work, very unique! |
| Apr 24 18:23:00 | 3m 00s | Brick Breaking Space Invading Actiony Game Awesome | Great mashup of some classics. I enjoyed the small, pixely graphics. |
| Apr 24 18:34:00 | 11m 00s | Ninja Bros | Fun co-op platformer. It might help to have a target reticule when holding your partner, because the throw can be hard to calculate -- this becomes an issue when you throw your friend, slightly miss an enemy, and they immediately die as a result. Great work, especially on the time-frame of the Compo. I'd love to see this expanded, with the platforming tweaked and tested further. Nice job! |
| Apr 24 18:47:00 | 13m 00s | Fish Slap | Fun premise for a competitive multiplayer game. I experienced a bug where the left player's attack always flew backwards, unfortunately. If that were fixed, it seems like the throws are still too high to be generally useful. With some tweaking (perhaps having that attacks shoot forward from whatever elevation the attacking player is at) this could be super fun! Nice work! |
| Apr 24 19:06:00 | 19m 00s | USB Warrior | The controls surrounding ladders are a bit finicky. You may want to snap the player to the center of a ladder when climbing, so they don't end up getting stuck at the top, where the ladder meets the floor above. Also, when walking on a floor that has a ladder leading down, players probably shouldn't fall when they reach the top of the ladder. |
| Apr 24 20:34:00 | 1h 28m | Jammie Dodger | This is a really cool and unique mechanic. It takes a little while to get the hang of, but once you do, it's a really fun arcade game. The one thing that frustrated me was asteroids appearing right next to one of the endpoints of the red or green line, since it's the one position where you have next to no time to react to the asteroid spawning. If the game screen were just a bit wider, this wouldn't be an issue. Either way, awesome game! |
| Apr 24 20:47:00 | 13m 00s | My Voice is My Weapon | Very interesting idea. It's difficult to visually follow what is happening though, due to the small size of the people and the visual complexity of the background. If you could find ways to more clearly convey what is going on to the player, it would help this unique experience. |
| Apr 24 22:35:00 | 1h 48m | Star Power | I really, really like this puzzle game. It takes a little while to figure out, since the tutorial is a written one instead of an in-game one, but once you realize how everything works, it's fantastic. I think if you spruced up the presentation a bit and added more gameplay twists, this could be really popular among a niche of gamers like me who love a good, pure puzzle. Great work! <br/> <br/>One UI note: It's really handy to have the target reticule on whichever of your character is going to be targeted. By the same token, it would be really handy to highlight the weapon(s) of each opponent that will be used based on the current star assignment. You can currently just find the highest number, but it would be helpful for quick readability to have the weapon icon highlighted in some other way. |
| Apr 24 22:48:00 | 13m 00s | Adaptation | Very unique take on shoot em ups. The idea that getting hit can help you in various ways depending on what hit you is very interesting. That said, I don't know that the game gave enough of a reason for the player to actively seek out getting hit. So I still tried to avoid every single enemy, and when I accidentally got hit, my upgrade was essentially random, because I had not intended to get hit by that enemy. If you could find a way to make players actually try to get hit someties, I think that would really put this idea over the top. Really cool game, nice work! |
| Apr 24 22:58:00 | 10m 00s | Star Driller Ultra | Stunning visuals, aesthetically and technically. It can be difficult to understand exactly what is happening from moment to moment, but all in all this is just amazing work, especially for the Compo. |
| Apr 24 23:04:00 | 6m 00s | Unconventional Stick Swinging Simulator | This is really funny. The only problem was that I didn't really get to see the huge mass of ragdoll people in front of me, because they either got stuck on geometry or lagged behind my camera. That said, this was utterly unique, refreshing, and hilarious. Nice work! |
| Apr 25 20:47:00 | 21h 43m | A Knife Made Of Whispers | Absolutely incredible graphics, plus great audio and overall mood. The core mechanic is very unique. I had some trouble with the throwing controls on keyboard (I couldn't get my controller to work unfortunately). Also climbing up from a ledge could be smoother by just having the player climb up if they keep holding up. Those are minor nitpicks for such a polished and content-rich game made in such a short time. Fantastic work! |
| Apr 25 22:40:00 | 1h 53m | Fathom | Fantastic atmosphere, graphics, and music. Totally solid gameplay with a unique and interesting mechanic. If you decide to extend this into a larger game (which it definitely has the potential to become), some things to consider would be more visual and audio feedback when a turret is destroyed, lessening the zoom/static effect when redirecting bullets (since players will be using this very often, the cool effect can become grating), and additional uses for the telekinesis mechanic. Incredible work for 72 hours, and lots of potential for the hours beyond. Great job!! |
| Apr 27 16:14:00 | 41h 34m | Nuclear Autumn | I absolutely loved this game! Maybe my favorite game I've played from all of LD32. Amazing music, great platforming, fantastic art, an intelligent camera and a well-made Metroidvania setup. <br/> <br/>The only problems are ones that all Metroidvania games face -- what begins with a sense of exploration can turn into tedious backtracking or a lack of any idea of where to go or what to do next. With that in mind, I think it would be best to help the player whenever possible, for instance: <br/> - A map that automatically gets marked appropriately when players discover an area, when they discover that an area contains some interactive element or item, and when they have fully used that interactive element or gotten that item. <br/> - Clearer indication of which key will open which doors, and also which doors the player currently can or cannot open. <br/> - When a new ability is gained, have the player be immediately required to use it in order to figure out its potential. <br/> <br/>I think there is lots of potential here if you keep working on this beyond the post-jam version, but what you did in 72 hours is already stunning. Awesome job!! |
| Apr 27 16:22:00 | 8m 00s | Gravity Gunner | I really enjoyed the art style here! The projectiles always seemed to go a bit above the point that my crosshair was pointed at, but once I got the hang of that, I had a lot of fun with this. Nice work! |
| Apr 27 16:30:00 | 8m 00s | Cortex Control | This is a really neat mechanic. I couldn't figure out how to know when the mind control was going to wear off, which resulted in a lot of frustrating deaths. If you provided that information to the player, perhaps as well as a visual indicator of when you are close enough to control an enemy, I think it would go a long way. As it stands, I still really enjoyed playing around with the mechanic. Nice job! |
| Apr 27 16:35:00 | 5m 00s | Mutiny on Samovar V | I absolutely love the asymmetrical abilities. They make for a really dynamic, hectic experience. Awesome job!! |
| Apr 27 18:06:00 | 1h 31m | Weapon Shortage | Fantastic use of the theme, and really impressive work for the short timeframe. It would be nice to have crafting controls on-screen while crafting, and also to show what functional differences (if any) each material has. That said, this is a really funny and creative game already, nice work! |
| Apr 27 18:16:00 | 10m 00s | The Power of the Flower | Solid shooter with nice graphics. I was surprised when the enemies didn't shoot at me (at least in the first 5 levels). Varied enemy attacks and movement patterns would go a long way to making a more exciting and dynamic experience. As is, the difficulty ramped up a bit to slowly for me and there wasn't enough variety from level to level. |
| Apr 27 18:28:00 | 12m 00s | Frisbee Training | Very cool mechanic, with some fixable implementation issues that make it feel a bit off. I don't think you should be able to accidentally throw the frisbee away by facing the wrong direction, especially since the game ends if you lose your 1 frisbee. The game needs to be able to keep both players onscreen at all times (by zooming the camera and/or forcing players to stay within the camera's bounds). These issues are totally addressable, so I hope you'll keep working on it. Nice job! |
| Apr 27 18:39:00 | 11m 00s | Drums of the Dead | "Your last gig sucked so much that you raised the dead." Absolutely hilarious! Awesome job in such a short timeframe. If you keep working on it, I would consider ways to make the game easier for the many players who are terrible at it, like myself and many commenters here apparently. Beyond making the hit threshold larger, it might help to have the notes come at the player vertically instead of horizontally, so the horizontal keyboard layout maps directly to the notes (currently I have to sort of flip the controls 90 degrees in my head, which makes the game that much harder). Nice work, I really enjoyed this! |
| Apr 27 19:15:00 | 36m 00s | Spudcannon | Seriously hilarious. One of the few examples where the feeling that I'm fighting against the game's wishes actually feels good and fun. Great job! |
| Apr 27 19:21:00 | 6m 00s | Radio Edit | Great work, this was a lot of fun! I held down shift the entire time -- maybe just have that faster speed be the standard movement speed. The tension of missing a shot and having to rush to the left in order to attack again was pretty great. |
| Apr 27 19:32:00 | 11m 00s | Latvian Milk | Awesome, frantic and super fun! I love the weapon variety and the chiptune soundtrack. If you keep working on this, I'd love to see even more weapon variety and enemy variety. Great, great job! |
| Apr 27 19:42:00 | 10m 00s | Pigeon Sniper | That is certainly an unconventional weapon. I enjoyed trying to grapple with the wind and land my shots. Since the game controls are entirely keyboard-based, I would make the "Next Mission" screen also use the keyboard instead of making the player move their hand to the mouse. Also, since you can replay a mission as many times as you wish, the 3 shot limit seems unnecessary, and just creates unnecessary time during which the player can't play the game. |
| Apr 27 19:54:00 | 12m 00s | Zodiac Collapse | Nice lighting and graphical style. I didn't seem to be able to hit enemies who were right next to me, so if they swarmed around me, I would just be stuck. |
| Apr 28 01:33:00 | 5h 39m | Crayon Poke | A beautiful visual aesthetic, a really striking soundtrack, and a cool central mechanic. I had a smile on my face the whole time playing through this. I wish the main character moved a little bit faster, but it was still a pleasure to play this. Great work! |
| Apr 30 23:11:00 | 69h 38m | Copycat | I love how fresh the gameplay stays as a result of your power changing almost every turn. It's also great how that stops players from relying on a single favorite power. Super elegant, really enjoyed this! |
| May 3 18:17:00 | 67h 06m | Off to the Races | Creating a sort of Twister situation on the keyboard with multiple players is pretty ingenious. Great execution on a novel idea! |
| May 3 18:36:00 | 19m 00s | Pizzocalypse | I really enjoyed the variety of flightpaths that the enemies and their projectiles have -- it made dodging very fun. The sound effect at the end makes me laugh every time. Nice work! |
| May 6 21:58:00 | 75h 22m | Eyes that Fry | The music and laser sound effect set the mood very nicely. The core concept is really neat, and taking out a bunch of enemies in a single shot is really satisfying. <br/> <br/>There are some parts of the game you could polish up if you choose to keep working on this: <br/>- In at least one of the levels, it was very unclear which walls reflected lasers. Given that bouncing lasers can kill yourself or the core, it's important players don't feel like they're accidentally sabotaging themselves too much. <br/>- The player tends to get stuck on corners/sides of ledges when jumping. <br/>- The laser sometimes fires erratically. <br/> <br/>Having to avoid hitting yourself or the core with the laser provides some strategic depth, but it can be frustrating to accidentally mess up the entire level with one errant shot. I'd consider ways of maintaining this strategic element while lowering the potential frustration resulting from it -- perhaps a real-time preview of the path the laser will take, or a slower-moving laser that the player can delete at any time after firing, or just more hit points for the player and/or core. <br/> <br/>Interesting challenges to think about, nice work!! |